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twidup
11-30-2006, 12:39 AM
hey all,

I had discussed a few months back with a few fo the other mods and admins. Who would like to see an official (or unofficial) rigging challenge?

My thought on this would be totally software independent and would run over the course of 2 months (mainly because so many people work, and this gives them time to come up with a concept, implement it, test it, and improve it).

The challenge would be a simple concept, that always proves to be a pain, or maybe a fun character to setup.

vote so I know how many are intersted.

-todd

MrJames
11-30-2006, 08:53 AM
Sounds like a great idea, I used to ba afraid of rigging but have been learning facial setup recently, it was great fun! A challenge like this could dispel a lot of peoples fears of rigging.

marktsang
11-30-2006, 11:14 AM
yeah might be interested in something like that

Snape
11-30-2006, 11:36 AM
Sounds as relevant as any other cg challenge to me and if you have a couple of months then there is enough time to have a good crack at it.

Animonster
11-30-2006, 07:57 PM
As an animator trying to increase my skill in rigging, I think this sounds like a great idea. I'd like to be part of something like this challenge.

pooby
11-30-2006, 09:59 PM
Sounds like a good idea

(as long as its not an old chestnut like rig a 'cyborg manga girl with guns built into her arms' or a goblin/orc warrior or a horned demon with dogslegs or other standard cg favorites.)

twidup
11-30-2006, 10:07 PM
hey pooby,

oh no, I think occassionally, it would be post a free character and everyone take a stab at rigging it, but for the most part, it would be more of

"gotta rig a tentacle to do this , that, and this. the animators are being lazy on it, so they want something simplistic, but with a wide range of controls, cause you know they want it later, and oh yeah. there are some dynamic shots as well, so come up with a dynamic solution as well" ....ie, here's the model, rig the tentacle so they can key a lot of stuff, but its simple to use, and add a dynamic simulation system to the rig(in this ex, it could be a spline IK solver with an option of a softbody solve for the spline ontop of controls, or a rigid dyn solver ontop of the control joints)

I have also thought about allowing teams...where one person would tackle the technical side of the rig (bones, control systems, expressions, etc) and someone else tackle the deformation.

-todd

overcontrast
11-30-2006, 10:18 PM
its a fantastic idea! i think 2 months is a lot of time to come up with a good rig and test it out. If these challanges are like those minichallanges hosted here then its fine. I think it wud give us opportunity to see how other people handles certain rigging challanges.

So yes i'm in if this sort of challanges are held! :D :bounce: :thumbsup: :deal:

twidup
12-01-2006, 12:29 AM
exactly what I was thinking about with it.

its all about sharing knowledge, and furthering the ideas.

Ok then. I will post it up here on Dec 15th to start the first one.

How does everyone feel about the length? My thought behind the 2 month challenge, and one month off was this...2 monthes gives everyone a lot of extra time to fine tune things. and the month off would be for review and browsing of the techniques and ideas that everyone else had.

-todd

williampetruccelli
12-01-2006, 12:30 AM
WOW!

Great idea!!

twidup
12-01-2006, 04:24 AM
I think we will start easy :) and late next year to the ever fun and popular snake rig :)

....after rigging 12 of the beasts for snakes on a plane, I fear nothing ;)

seriously though, I am thinking of a starting off with arm setup (clavicle to wrist) will probably do something based on humanoids for the first 3 challenges (arms, then spines, then legs) before moving on to using a free model.

-todd

LucentDreams
12-01-2006, 05:25 AM
I think the key for this is not to focus on doing entire rigs but like you say, a single arm, or a brow setup etc, keep the element very focused and really look at designing intuitive ways of controlling these things easily for the animator etc.

I know too many people that plop a skeleton, basic IK and then say they've rigged their character and I think a challenge like this will help everyone push themselves as they've got one very, VERY specific focus to work on.

twidup
12-01-2006, 02:17 PM
HOw does everyone want to show off the rigs? video showing the rig in action, scene files?

I am open to other suggestions as well.
Personally, I like both, as the scene files allow those using the same software a chance to see exactly how they are doing. with video, it allows those without the software a basic idea of whats going on.

-todd

MrJames
12-01-2006, 03:26 PM
You Tube vids would be best, that way you can see the deformations in motion...

LucentDreams
12-01-2006, 09:08 PM
its will hve to be pics or videos because if someone posts an XSI rig I can't see it and a max rig It would have to work in max 6 for me :/ I think most people will only have two apps at best in their suite so expecting anyone to be able to open others files will be difficult.

overcontrast
12-03-2006, 05:17 AM
well guys if we start of with simple rigging challanges theni think 2 month is too long for it.. i would suggest 1 or mayb 2 week for body parts and in future we can have 1 month for the full body rig. I think shorter deadline makes the challange more exciting.

As far as the WIP submission... i think it sould be Video based, first because of the application differences and second, you wanna share the idea of the rig, not the rig itself until the challange ends.

Now when the challange meets it dead line the contestants need to upload their rig for review, it might be public vote based. To make the rigs accessible to every1 at the same time, all the pertcipents should send the rig via email to the challange host and then he can make all the rigs availabe in the challange thread. And then the voting begins

Okay, now twidup, you gotta manage some award logo or something for this man like that in the DSG forum here. Its always good to get free winner logos hehe

LucentDreams
12-03-2006, 09:00 AM
I think the long deadline is for those that have very difficult deadlines at work, when theres work to be done hours are few and far between.

twidup
12-04-2006, 02:26 AM
Ok, admin is ready to setup our forum for hte challenge.

Lets do this :

1 month for mini challenges (goal specific rigging challenges like arm, leg, wing, etc) and 2 months for complex challenges (characters or complex switching systems for above)

I will see about getting a trophy logo worked up and approved by the higher ups.

posting wips : post screen cap videos and playblasts during construction. Final rig will have to be posted as a scene file. Again, NO COMMERCIAL OR CUSTOM WRITTEN PLUGINS are to be used. Only scripts.

Any objections?

-todd

LucentDreams
12-04-2006, 03:36 AM
posting wips : post screen cap videos and playblasts during construction. Final rig will have to be posted as a scene file. Again, NO COMMERCIAL OR CUSTOM WRITTEN PLUGINS are to be used. Only scripts.

Any objections?

-todd

I don't exactly get this rule Scripts can really differ in capability from app to app and some apps are far more capable without custom scripts than others, but when that app thats more powerful hits a limit, that user wont' be able to use a plugin while the others can choose to do a script?

Speaking as a TD who uses maya and Cinema 4D. honestly maya would be a fair bit slower for me if it was just core tools no scripts or plugins, but maya with scripts alone woudl have huge advantage as to make equivalent tools in cinema I'd have to resort to writing such tools in C++ plugins since the scripting language is more limited. Imo you have to be strict one way or the other, all core app, or allow plugins and scripts. Most Td's I know also use a fair number of scripts they've downloaded, which is no different then using a plugin you downloaded or purchased.

twidup
12-04-2006, 04:17 AM
The point of the rule is I know very few creature tds who cant script, but only know a few that can write plugins.

Downloaded scripts are fine, as long as they provide a link to the script as well.

This isnt a challenge between apps or anything, its a technique challenge.

Because one software package's script langauge is limited compared to another is part of dealing with that package, is an obstacle that the user has to over come. Going by that logic, I should make it against the rules to use max or xsi, as they have biped and the humaniod built in, but I am not.

LucentDreams
12-04-2006, 08:54 AM
but you are because you are prohibiting plugins. One can't use a bidirectional constraint available for their app because its a plugin, while someone else finds a bidirectional constraint that perhaps is a script? I'm saying there shouldn't be a limitation on using plugins, and if there is then yes you should make that a proper limitation.

Personally I think the TD shouldn't have any of those confines, they don't in their work why restrict them here? All I'm saying is either don't restrict at all or restrict fully. I don't get the semi resriction that will likely only affect people with apps that have weaker coding cores, or TD's with weaker coding abilities. Shouldn't the focus simply be on our problem solving abilities and the approaches, not whether we used a script or a plugin?

pooby
12-04-2006, 09:08 AM
If I were using LW, I'd be pretty fed up if I were not allowed to use Plug-ins, as nearly all of my rigs in LW used plug-ins. They made up for a few of the features that are standard in many other apps. XSI doesn't rely on plug-ins in the same way, but has far more tools, so it seems a bit unfair to restrict the LW user, who's got a bum deal anyway (even with the plugs.)
I think it would be better to allow whatever is available to the artist.
Innovation will shine through in the contest anyway.

LucentDreams
12-04-2006, 09:21 AM
well where I'm coming from is my pre R10 cinema 4D days, where I didn't have true constraints, many I could do with Xpresso, and I had a few made with coffee ages back, but for the last year I relied on a plugin set I asked a plugin developer to write for me. Should my ability to contribute and compete be compromised because the constraint system I would have had to of used was a plugin?

twidup
12-04-2006, 03:30 PM
LucentDreams and Pooby,

I totally see and understand your points...pooby, I came from LW, so I really see that one.

The problem comes up is when the rigs are reviewed, what if the reviewer does not have a copy of a plugin that was used, or even a script? Scripts can be somewhat easier to get around, but plugins are a bit more difficult.

That is my concern on plugins.

So, basically the choices are straight out of the box software only, no scripts or plugins, or allow whatever the user has access to. Both hinder the artist a bit, as out of the box means they will not have access to tools that they have developed over time, while allowing them full access means the people reviewing the rig may not get it to work because of the lack of a tool the artist used.

Ok, for the first challenge, I will allow off the shelf software, with scripts and plugins. If there is an issue with the plugin or script part, I will reevaluate it for the next challenge.

-todd

benytone
12-04-2006, 03:35 PM
Ok, admin is ready to setup our forum for hte challenge.

posting wips : post screen cap videos and playblasts during construction. Final rig will have to be posted as a scene file. Again, NO COMMERCIAL OR CUSTOM WRITTEN PLUGINS are to be used. Only scripts.

Any objections?

-todd

Hi twidup
.
nice idea...:thumbsup: i participate in this challenge, but what is the plan of this rigging challenge, cartoony rigging? hyper-realistic rigging? car rigging?....etc! & i'll use Cinema 4D 10 but the problem is you can't open cinema4d 10 files in cinema 4d 9.6 or another versions!



.

twidup
12-04-2006, 03:49 PM
benytone

Well, I am hoping most people are running the latest versions, but I know thats not always the case. That, like the plugin issue is something to deal with as it comes up

-todd

overcontrast
12-04-2006, 03:56 PM
i actually i dont care if people use plugin of not. Its really about the idea ... but if it was application specific like Maya only or Max only, i wud prohibit using any plugin if i were you. You can come over pretty much any rigging problem with MEL or MAXscript (no experience in max script tho). But bcause ita a more general rigging challange, i think the only restriction should be automating the whole rig.

twidup
12-04-2006, 04:07 PM
as for the ype of rigging (photo real vs cartoony) that will be based off the challenge topic.

One month it might be cartoony arms, while the next month it could be hyperreal, while I thrid one could be use the two previous rigs and createa a hybrid that would blend naturally between the two ...I only say that could be a challenge because of some of the cartoon noodle arms I have seen done...getting those to blend and look normal to a hyperreal rig could be an interesting challenge at some point

I do plan to run a couple vehicle/mechanical rig challenges too

LucentDreams
12-04-2006, 06:15 PM
yes vehicle/mechanical downt he road would be nice. I think thats a key thing for this to be effective is not to stick to one style so we learn and explore areas we may not normally. and for people newer to the industry expand their horizons so they don't get surprised ont he job when their first rig to make is a bicycle not a character.

I see your concern about inability to share if plugins are used, but we already face that in terms of apps being used, and versions of those apps being used. If I do a maya 8 rig, the maya 7 and 6 guys might be able to make it work, but quite often not. If I do an cinema 4D r10 rig, r9 users won't be able to open it up. I think thats why documenting our rigs abilities and how its setup isthe key, that way the TD themselves can adapt it to their app afterwards rather than just takin the file.

danb
12-04-2006, 07:00 PM
Just subscribing to the thread to keep an eye on it. :) When will it officially/unoffically start?

wuensch
12-04-2006, 07:11 PM
subscribing to this thread.
Whenever i find time i use it to learn the new toolset of c4dR10, and I might as well use the challenge as a starting point--

Olli

bandini
12-04-2006, 07:18 PM
I'm definitely interested in contributing to this, if I have the time. I've been teaching myself rigging in Cinema 4D for the last few months, so this would be a good opportunity to learn.

twidup
12-04-2006, 07:34 PM
Start date will be Dec 15th.

Originally, it was planned for 60 days, but someone mentioned that was too long. I actually agree now. So we are doing 30 day challenges instead.

The forum for it is setup, and if its not visible it will be soon

-todd

LemonNado
12-04-2006, 07:50 PM
Great, I am avoiding this like the plague. Good reason to sit down and actually do something in that realm.

Good Job!
Rainer

cbowyer
12-04-2006, 07:52 PM
Count me in. I'm anxious to get my feet wet into rigging. Just a thought about the scripts vs plug-ins vs core app issue. Why not have categories (just like the Oscars!) and have users submit accordingly. Best rig using core app, Best rig using plug-in scripts, etc. Maybe even best rig for each app.

Might make the challenge overly complicated but I wanted to throw my 2 cents in. I'm sure that regardless of the tools you have, the work you put in will shine for everyone to see.

twidup
12-04-2006, 09:17 PM
thought about it...but was more inclined to co best rig in application X/Y/Z

thats probably what we will do, best rig per app and then best overall rig

-todd

xenoid
12-05-2006, 10:28 AM
Thread subscribed. :)

kiteman
12-05-2006, 07:54 PM
I think the challenge would be interesting if we are not limited in using what we want .. the most important is to manage to rig and get the wanted results ;)

twidup
12-06-2006, 03:50 PM
Ok, for the challenge, its any software, with plugins and scripts.

Again the challenge launch date is Dec 15th.

-todd

kevinmullin
12-06-2006, 04:30 PM
sounds like a great idea and im always down for trying new things :)

arctor
12-06-2006, 06:50 PM
looks interesting...
if I have the time I'll join in...hope I wont be the only one using Houdini...

btw todd, that TV is still working :)

twidup
12-06-2006, 07:44 PM
lol, had a feeling that was you :)
good to hear

zeroeefx
12-07-2006, 01:39 AM
the section is up

Unofficial Rigging Challenge (http://forums.cgsociety.org/forumdisplay.php?f=216)

lets use it :)

twidup
12-07-2006, 02:08 AM
like I said, the challenge will start on Dec 15th :)

-todd

Darksuit
12-07-2006, 08:10 AM
Truthfully 1 month/30 days is waaaaaaay to long for a small part of the body. It may only start to become realistic to have that sort of time to do the arm if we are attempting to do something very specific with it.

One other thing that might also be a consideration is with the models being used, and how many polygons. Personally I don't want to be weighting and dealing with a 1.2M polygon arm.

What might also be a good consideration is doing a write up on how you accomplished the rigging task.

For instance here is a write up I did for a Maya IK stretchy spine... (http://www.darksuit.com/tutorials/StretchSpine.html)

nielsroscher
12-07-2006, 08:29 AM
Subscribing to this thread. This is going to be awesome!

pooby
12-07-2006, 09:11 AM
41 people so far!

This is going to be such a valuable resource! I've been searching in vain for something like this on the internet.

There's nothing like seeing work-in-progress from various approaches to a problem to gain inspiration and ideas.

LucentDreams
12-07-2006, 09:32 AM
Truthfully 1 month/30 days is waaaaaaay to long for a small part of the body. It may only start to become realistic to have that sort of time to do the arm if we are attempting to do something very specific with it.

One other thing that might also be a consideration is with the models being used, and how many polygons. Personally I don't want to be weighting and dealing with a 1.2M polygon arm.

What might also be a good consideration is doing a write up on how you accomplished the rigging task.

For instance here is a write up I did for a Maya IK stretchy spine... (http://www.darksuit.com/tutorials/StretchSpine.html)
Consider some people have a lot of work, and the fact that yes these are supposed to be highly focused rigs yes we can all rig a simple arm in no time at all, but the idea will be to put certain requirements in that challenge and take a rig past the basics. Perhaps an arm with the ability to pivot from any location on the forearm, the ability to plant finger tips and lift the palm, Clean elbow deformation etc. The WIP of your rig in a thread should accomplish the "writeup part" and videos showing it in action will show how well it works and problems with it.

If you can do whatever the requirement is super fast, trying pushing it a little further. Add in a Flex driven shader blend etc.

wuensch
12-07-2006, 10:58 AM
Truthfully 1 month/30 days is waaaaaaay to long for a small part of the body.

Dont see it like that---
Its way too much time if you need that for ajob, for sure,but as a challenge?
I will be busy for the next 10 days at least without spare time for a challenge-- after that it is pre-xmas, which means (for those with kids) some activities for sure gobbling on the spare time budget---

Lets give it a try with 4 weeks--- I see a relistic chance to spend some hours within a month.
(If its 10 days, i am sure outta it due to no time, but I will be happy to read about what you guys are coming up with.)
Olli

twidup
12-07-2006, 03:33 PM
Thats the reason for the 30 days.

While I can rig a complex arm/shoulder system in about an hour, 2 minutes if I use my scripts, not every is that experienced. And with a lot of people working, it gives them time as well.

Also, my above comment is perfect for this. The idea of the challenge is NOT to use auto rigging scripts, but to maybe take the concept of how you have been rigging an arm, and take it further.

Also, a lot of times, we will not be skinning it back to a piece of geo for the challenges, so use simple shapes, parented to the joints you would bind to to show the motion(ie, if you are doing twists and such)

I posted a basic set of rules to teh mini challenge forum, and will be expanding up on them occassionally.

eek
12-07-2006, 04:34 PM
Thats the reason for the 30 days.

While I can rig a complex arm/shoulder system in about an hour, 2 minutes if I use my scripts, not every is that experienced. And with a lot of people working, it gives them time as well.

Also, my above comment is perfect for this. The idea of the challenge is NOT to use auto rigging scripts, but to maybe take the concept of how you have been rigging an arm, and take it further.

Also, a lot of times, we will not be skinning it back to a piece of geo for the challenges, so use simple shapes, parented to the joints you would bind to to show the motion(ie, if you are doing twists and such)

I posted a basic set of rules to teh mini challenge forum, and will be expanding up on them occassionally.

Hmm.. It's an interesting idea, i may have a go at this if I can or just watch from a far. I just dont know if it can work, the idea of judging a rig is a tricky one at best, even twist setup. Numerous people, animators prefer different ways of setting up the same thing differently - and essentially you'd have to setup your own criteria for you to be judged by for instance: it rotates -360/360, allows stretch, scale, rotation with a broken axis and hierachy. Then someone could make something that only goes 180 to -180. Really you need a criteria for judging, a constant everyone uses - i.e a mesh everyone gets and rigs. Firstly this allows skinning to be part of the challenge (we TD's hate it but well its a part of life) and secondly, sets a bar based in reality - i.e that the rig never gets shown in a film, just the mesh and its asthetics.

The other thing is fundementals, that people know them, like transforms etc. Plus the fact, what if someone copies from a book or tutorial? Its a tricky thing to judge - because people also dont want to give there secret away. For instance if you setup a facial challenge and most people use Jason's setup but one person uses there own, thats totally unique and hard to judge what do you do - essentially you need a set of criteria that the challenge must meet and a constant everybody can base there stuff off. You should set hard and fast real-world limits eg. heirachy cant be broken, only 5 bones - real-world limits etc

nice idea though, btw

cheers,

twidup
12-07-2006, 06:45 PM
hey Eek,

someone suggested getting you to help critique the max setups that are submitted...just havent had a chance to message you about it.

The first challenge is going to be a test, to see what works and what doesnt, from an admin perspective.

There will defiantely be per challenge rules (your bone limit one is great actually, had not concidered that)

Ruramuq
12-07-2006, 07:12 PM
I want to say a few things:
›I'd like to participate, I hope..

› This challenge, has more sense if it's going to show original techniques not copied from tutoriales, books, web, etc.. it would be interesting if focused in fresh ideas, I say this because 10 days would be short, and I suppose a challenge is not about a visually nice rig, or as eek says: Its a tricky thing to judge.

› Anyways I see this in the technical side, for example if houdini or xsi, have a nice feature, some dynamic effect, that maya or max doesn't, it wound't be fair.

›Another point is the need of detailed explanation of the process of every rig, to learn from it and to know how complex it really is. 'cause a rig might be complicated but not much useful as other simpler rigs.
The skinning part may have some importance too.

resuming: accuracy, usefulness, originality and application in animation

Aearon
12-10-2006, 11:20 AM
looks interesting...
if I have the time I'll join in...hope I wont be the only one using Houdini...

btw todd, that TV is still working :)

maybe i will use this opportunity to practice some houdini rigging

seema
12-10-2006, 05:31 PM
hi,
Its a great idea!!
I am excited and waiting for the first challenge to start! But i really hope its not an arm...wish it was something more interesting :-)

In my opinion judging should be based on most importantly

"Functions" - wat the rig can and cant do. and how well it can do it (20 points)
"Approach" - something not just out of a book or a tutorial (10)
"Implementation" like for eg, two rigs could have exactly the same fuctions but may be the first one uses lesser number of joint chains,nodes ,script jobs ,the file size is lesser may be...etc(15 points)
"Skinning/Deformations" (25 points)
"ANIMATOR FRIENDLINESS" (40 points)

seema
12-10-2006, 05:35 PM
sorry for the typo..I meant implementation (5 points) :eek:

eek
12-10-2006, 07:03 PM
hi,
Its a great idea!!
I am excited and waiting for the first challenge to start! But i really hope its not an arm...wish it was something more interesting :-)

In my opinion judging should be based on most importantly

"Functions" - wat the rig can and cant do. and how well it can do it (20 points)
"Approach" - something not just out of a book or a tutorial (10)
"Implementation" like for eg, two rigs could have exactly the same fuctions but may be the first one uses lesser number of joint chains,nodes ,script jobs ,the file size is lesser may be...etc(15 points)
"Skinning/Deformations" (25 points)
"ANIMATOR FRIENDLINESS" (40 points)

You shouldnt judge a rig on the number of bones - this for all instances should be set at the start of the challenge if a game engine uses 20 bones thats a real-world caveat you have to stick by.The true rule you should set a rig by is 'does is do what it needs to do'

eg.

The speed of the rig
This is huge quite frankly, ive seen excellent rigs that are slow. If a rig isnt fast the useablity is pretty much gone.

Understandeblity of the rig (from first glance)
This is important, I tend to make an effort building rigs that are easy understandible from first glance, color coded controls. Shapes that mean stuff. If a control has a slider - it has to be easily found, instantly.

Easyiness of posing
I aproach my rigs with the manaquin style setup (hip,chest,head control) it allows very fast posing, defining a a good arc, and most importantly stops counter animation. Finding this balance is crucial - having to counter animate poses back is a massive problem.

The right balance of automation and manualness
A good example of this is the foot roll, its a simple idea of one control to roll the foot back and forth heel/ball a main control for the lot and a fk toe. Its exactly what a this good mixture should do.

Ontop of this is good skinning and deformation, making sure the readability of the f-curve is correct, ability to load in or merge more than one character. These are the technical caveats that can bite you.

Funnily enough the best way to judge a rig to, is not to give it to a TD but to pass it to an animator. They will break the rig and push it to its limits. Technical rigging such as arm twists, tentacles is good to be judged by a TD. File size is dependant on efficiency - that should be fundemental to rigging and what we live by.

Heres a good example of a challenge id like:

Everyone gets a mesh .OBJ .DXF etc
Theres a hard limit on bones (this may only for 'game' rigs but anyway)
They get a storyboard of 5 frames, 5 key actions/poses the character needs to hit
Each successive challenge be it a month long takes a step at each area of the character. The guiding rule being that they are constrained by what it needs to do.
So for instance, first challenge - arms: they have to twist, stretch, bend- all things the shot require. Then we handle the spine, then legs and finally facials. Each get 3-4 weeks long.

We judge it along the way technically, but then at the end of the challenge we hand off the rigs to animators, to test - this could even be used in the animation challenge forum. Essentially a real-world challenge. Riggers could even team up with an animator - this is basically what happens were i work, its a big back and forth between modelling, animation, and rigging.

cheers,

seema
12-11-2006, 03:22 AM
These rigs being tested/used in the animation challenge would be so cool...thats an awesome idea eek !!

twidup
12-11-2006, 09:22 PM
Eek pretty much nailed it with exactly what I was originally thinking for the challenge, by seperating it out for monthly body parts.

Unfortunately, I havent had that much time in the last week to do anything regarding a mesh or storyboards, so the first challenge is going to be something unique actually.

i am working on getting a character from a friend for the first challenge, and that will dictate the limits placed on it (looks like the first one might be a game oriented character)

the judging will be as follows (and this will appear on the challenge forum rules as well)

Artistic :
artist friendly
easy to pose
deformations look good

Technical :
meets bone requirements (if any)
speed
complexity/simplicity

I will talk with the animation challenge group and see if they would be interested in a co-op in the future

-todd

danb
12-11-2006, 09:48 PM
By "game orientated", do you mean low polygon? Because some programs, like cinema 4d, do not have a solid game exporter. It may be difficult to create rigs for games in cinema 4d, or other programs that do not have native game exporters.

Or would those people just sit that competition out? :)

Tamis
12-11-2006, 10:40 PM
Wil i be able to modifie this Mesh for example i see areas of detail that could easyly be made as Normal Maps so the rigging capebilatie could improve ? or is this conciderd cheating ?

twidup
12-11-2006, 11:32 PM
game oriented meaning low poly, bone limits, and no corrective morphs.

and no modifying the mesh :)

And as the character is a low poly, game centric, there will be no story board, BUT a brief concept of what the theoretical game is about, as you can determine animation motions from that

-todd

darkjedi1929
12-14-2006, 08:37 AM
So it's decided that the challenge is gonna be about game rigging?

twidup
12-14-2006, 03:41 PM
No, its not always going to be game rigging.

Because of the short time frame, and lack of time on my side to create a high res model, I am getting one from a friend at work, and its a low poly game character.

So, the first couple challenges will be rigging him up to do what he would need to do in game, with limits on how many bones, along with limites on how many bones can influence a vertex.

Future challenges will include cartoon characters and hyper real ones, along with vehicles

-todd

danb
12-14-2006, 05:13 PM
Future challenges will include cartoon characters and hyper real ones, along with vehicles

-todd

Haha. At the beginning of this thread i thought we were going to have to do a completely open "you come up with something" rig. So i came up with the idea to combine all my rigging types into one character. I looked at your avatar and came up with a realistic car that transformes into a hyper real bio mech which can either be real or "toony". I kid you not.

I actually have most of the vehicle made. Its a model of my car, a 99 camaro. I have the toony wheels rigged already too, complete with custom chrome wheels. I already planned on how to do the hyper real bio part, and some dynamics motion on a tail and toony arms, legs, eyes, ffd's, etc...

I think i'm going to complete it anyways. Maybe i'll show it here or not. Progress on it is speeding along too.

twidup
12-15-2006, 01:16 PM
Do to the modeler not getting me the model like he was suppose to, there will be a slight delay in the start, till the 17th.

Cheers
-todd

twidup
12-16-2006, 07:29 PM
The Challenge is up. instead of a game based character, we are starting off with a hyper real, well semi real character.

-todd

N8Girard
12-17-2006, 06:49 PM
I think it would be a good idea to use motion capture data to test each of the rigs. That way the animation is exactly the same so we are graded on similar criteria, the bone numbers are limited to work with the motion capture data, and you can usually get some kind of motion capture data into lots of different kinds of software. I haven't had experience with Blender and Hash but Maya and XSI surely accomodate motion capture data.

I also have a few more questions regarding the challenge.

1.) Are there any texture maps that we need to accomodate? i.e. blood stains from battle, tattoos, armor scrapes, etc.

2.) Will the armor be hit in battle? Do we need to provide animation controls for each piece of armor? Do the armor pieces have to be deformable when they are hit (dents)? Are certain pieces of the armor flexible (some look more like leather or undergarments while others look hard like metal)? Which pieces are those?

3.) Can we provide 2 rigs for the cloth? One manual and one simulation? (to give the animator some flexibility and control)

4.) Can we use muscle simulators? Are other dynamics allowed?

5.) Do we submit a different model file/movie file for each challenge? What do you want to see in the movie file of the first challenge?

6.) Can we rig it all at once and just submit different movie files for the different challenge deadlines? Some rigging techniques require other parts of the rig to be in place first, i.e. armor. (I know it's rigged last but it's just an example.)

7.) Can we have a set of storyboards (that work with the motion capture data) to know where our shots are coming from? (I have friends that try some of the craziest rigs for specific shots simply because they know that they can hide the flaws. I'm not saying that it's good practice, but it does exercise the highest level of creativity when you are thinking about what you can do that works that you can get away with in a shot. Who knows? Maybe someone's crazy solution will help a fellow rigger in a shot that they are working with outside of the challenge!)

On a side note: How can she see through that helmet? And where is her weapon?

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